
Destiny 2 Hunter BuildARC HUNTER - Gundam Dance Machine (Flow State + Tempest Strike)
PvEModerately increases airborne effectiveness and hip fire mobility, range, and accuracy for weapons that use Primary ammo.
Final blows with Primary ammo weapons return dodge energy, which can overflow to create additional charges when full.
strengths
Orb Generation
Ad-Clear
Blind and Jolt uptime
Team Special Ammo
Damage Potential
High Handling, Snappy Weapons
weaknesses
Survivability dependent on Orbs pickup
Fluidity / Flow
Windows of High Damage Resistance, but not persistent
Build Details
All my Builds are made to be Evergreen, non-dependent on Artifact Mods, only to be complimented by them
LAST UPDATED
- Episode: Revenant
VIABILITY Difficulties
- Advanced and General Difficulties
- Expert and other higher tier content
- Master & Master Raid/Dungeon ready, or applicable with tweaks made towards the content
THIS BUILD
- Advanced and General Difficulties
OVERVIEW
- Radiant Dance Machines provides Multi-Dodge when initially Dodging within 15metres of an Enemy. After activation, Multi-Dodge can be used regardless if an Enemy is near or not, instantly recharging Dodge on use for 6sec, kills extend Multi-Dodge timer by 5sec, up to 11sec, and inherits the effects of the selected Dodge in use. Multi-Dodge does not work with Bomber, Distribution, Dynamo, Outreach, Threaded Specter, and Winter's Shroud after the initial Dodge. Additionally, Ensnaring Slam and Ascension will immediately end Multi-Dodge if used.
- This Arc Beacon of Tempests Variant is tailored towards abusing Marksman Dodge and Spark of Beacons with an Arc Special and/or Heavy to have Blind(ly) snappy Weapons that can be resupplied and sustained. On Manual Reload Traits like Voltshot? Chain Reaction? Heavy Weapons? Yeah, abuse it all.
Cohesive Build > Forced Stat Tiers Minimums: 80 Resilience, 30 Intellect Maximums: 50 Mobility
- Amplified provides 50 Mobility
ARMOR ENERGY
- Use D2ArmorPicker's "Armor Limitation" Filtering Tool, to further narrow your Gear down, with recommended Armor Mods coming first over Stat Tiers
Remaining Armor Energy HELMET - 3 Energy ARMS - 1 Energy CHEST - 3 Energy BOOTS - 3 Energy CLASS - 4 Energy
ASPECTS
- Flow State, Tempest Strike
FRAGMENTS
- Shock, Beacons, Amplitude
- Resistance for 25% Damage Resistance when surrounded by 3 or more Enemies within 15metres, lingering for 2sec after OR Magnitude for enhanced Lightning, Pulse, or Storm Grenades if preferred
ARMOR MODS
Helm
- Harmonic Siphon for Orbs on Arc Weapon multikills
- (General) Another Siphon of a different Element OR Special/Heavy Ammo Finder for Ammo after a kill threshold is met OR Special/Heavy Ammo Scout, when paired with the respective Finder Mod, to generate that Ammo type for Allies when a Finder Brick drops
- (Arc Precision) Harmonic Targeting for +5 Aim Assist, 0.9x Accuracy Cone Size, and a 0.85x Aim Down Sights Scalar
- (Demolitionist) Ashes To Assets for Super energy on Grenade kills
Arms
- Heavy Handed for an Orb on Powered Melee kills every 10sec, Firepower for an Orb on Grenade kills every 10sec
- Harmonic Dexterity for a 0.8x Ready/Stow Speed Scalar on Arc Weapons OR Impact Induction for 12% Grenade energy on Powered Melee hits OR Momentum Transfer for 12% Melee energy on Grenade hits
Chest
- 2 Elemental Resists to gain 15% Damage Resistance for each Element, 25% if the same Element
- (Special Finisher) Charged Up to gain an additional Armor Charge slot (4)
- (General) Concussive Dampener to gain 15% Damage Resistance for the plentiful AoE damage sources OR any other 3 Cost Resist Mod
Boots
- Recuperation for 70HP Health on Orb pickup, Harmonic Scavenger for increased Arc Weapon Ammo on pickups
- (Special Finisher, Self-Sustainable) Stacks on Stacks for an additional Armor Charge whenever you gain 1
- (General, Plentiful Team Orbs) Better Already to begin Health Regeneration on Orb pickup OR Innervation for 10% Grenade energy on Orb Pickup OR Any Holster Element to passively Reload 10% of holstered Weapons of that Element to make swaps flow smoother and/or if advantageous with certain weapons (Parasite Heavy Grenade Launcher, does not work with Breach-Loaded GLs or Rockets)
Class
- Powerful Attraction to pickup nearby Orbs on Class Ability cast, Reaper for an Orb on your next weapon kill after a Class Ability cast every 10sec, Special Finisher for Team Special Ammo on Finishers for a 3 Armor Charge cost
On Manual Reload Traits like Voltshot work with Marksman Dodge, potent Traits on low Magazine Weapons like Chain Reaction, and even Burst or Heavy Weapons can be abused with Multi-Dodge and Marksman Dodge. This Build was made around a Demolitionist + Voltshot Mechabre Legendary Sniper Rifle, Demo is 20% Grenade energy on Snipers, Snipers have "infinite" range, but any Arc Special can take it's place. Additionally, Weapons with Osmosis or Permeability can change that Weapon to Arc for a full Loadout of Arc Weapons. Otherwise, just keep it simple with your favorite Arc Special.
In-Depth Explanation
- Gain Amplified via Grenade or Tempest Strike
- Dodge within 15metres of at least 1 enemy to gain Multi-Dodge, then freely move wherever you like...Dodge wherever you like
- Score Arc Special/Heavy kills to spread Blind and extend Multi-Dodge duration
- Perform Special Finishers when you get remotely low on Special Ammo, or to supply your Team with Special Ammo
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